- // The rotation rotating from the earth centerd frame to
- // the horizontal local frame
- SGQuatd hlOr = SGQuatd::fromLonLat(_base_pos);
-
- // Compute the eyepoints orientation and position
- // wrt the earth centered frame - that is global coorinates
- SGQuatd ec2body = hlOr*_orientation;
-
- // This is rotates the x-forward, y-right, z-down coordinate system where
- // simulation runs into the OpenGL camera system with x-right, y-up, z-back.
- SGQuatd q(-0.5, -0.5, 0.5, 0.5);
-
- // The cartesian position of the basic view coordinate
- SGVec3d position = SGVec3d::fromGeod(_base_pos);
+ _absolute_pos = _base_pos;
+ if (_relative_pos[0] || _relative_pos[1] || _relative_pos[2] ) {
+ _absolute_pos += _rotation.rotate( _relative_pos );
+ }